[UsedImplicitly] // by pause button public void PauseGameButtonHandler() { InterfaceController.Instance.Show(GameWindow.BoardMenu); InterfaceController.Instance.Show(GameWindow.BoardBlur); GamePaused?.Invoke(); }
public static void PauseGame() { TimeManager.PauseAll(); Instance._paused = true; GamePaused.Invoke(); }
public void PauseGame() { Time.timeScale = 0f; AudioListener.pause = true; gameIsPaused = true; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; GamePaused?.Invoke(true); }
public void ResumeGame() { Time.timeScale = 1; AudioListener.pause = false; gameIsPaused = false; if (!inShop) { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; } GamePaused?.Invoke(false); }
public static void PauseGame() { TimeManager.PauseAll(); _paused = true; Color color = _instance._fadeImage.color; color.a = _instance._fadeValue; _instance._fadeImage.color = color; GamePaused.Invoke(); }
private async void OnGamePausedAsync(GamePaused soundObj) { Debug.Log($"Game paused"); this.defaultAudioSource.loop = false; this.defaultAudioSource.Stop(); this.defaultAudioSource.clip = null; var fadingNoise = this.sounds.SoftPause(NOISE, MUSIC_CHANGE_RATEx4); var fadingMusic = this.sounds.SoftPause(this.currentLevelMusic, MUSIC_CHANGE_RATEx4); this.sounds.PlayLooped(this.MenuBackgroungMusic, MENU, MUSIC_VOLUME); }
private void Check_Timer() { Thread.CurrentThread.Name = "Memory_Thread_Check_Timer"; float old_timer = 0; DateTime old_time = DateTime.Now; bool gamePaused = false; while (true) { Thread.Sleep(10); //get animation timer float timer = memory.ReadFloat(timer_offsets); DateTime time = DateTime.Now; if (timer < old_timer) { AnimationTimeResetted?.Invoke(this, EventArgs.Empty); } if (timer != old_timer) { AnimationTimeUpdated?.Invoke(this, new FloatArg(timer)); } if (timer == old_timer) { if (!gamePaused) { if (time > old_time + new TimeSpan(0, 0, 0, 0, 150)) { gamePaused = true; Notification_Message?.Invoke(this, new StringArg("Game paused")); GamePaused?.Invoke(this, EventArgs.Empty); } } } else { if (gamePaused) { gamePaused = false; Notification_Message?.Invoke(this, new StringArg("Game resumed")); GameResumed?.Invoke(this, EventArgs.Empty); } old_time = time; } old_timer = timer; } }
private void SwitchState(GameStateType stateType) { switch (stateType) { case (GameStateType.GameRunning): ActiveState = GameRunning.GetInstance(); break; case (GameStateType.GamePaused): ActiveState = GamePaused.GetInstance(); break; case (GameStateType.MainMenu): ActiveState = MainMenu.GetInstance(); break; } }
private void SwitchState(GameStateType stateType) { switch (stateType) { case GameStateType.MainMenu: GameRunning.GetInstance().InitializeGameState(); ActiveState = MainMenu.GetInstance(); break; case GameStateType.GamePaused: ActiveState = GamePaused.GetInstance(); break; case GameStateType.GameRunning: ActiveState = GameRunning.GetInstance(); break; } }
private void HandleRequest(RequestData request) { switch (request.Request) { case Request.Disconnect: // server closed or kicked player HandleDisconnect(); break; case Request.Heartbeat: // Response is send below. break; case Request.StartGame: GameStarted?.Invoke(this, EventArgs.Empty); SendStartGameRequest(); // Start game messages are sent asynchronously. return; case Request.AllowUserInput: InputAllowed?.Invoke(this, EventArgs.Empty); break; case Request.DisallowUserInput: InputDisallowed?.Invoke(this, EventArgs.Empty); break; case Request.Pause: GamePaused?.Invoke(this, EventArgs.Empty); break; case Request.Resume: GameResumed?.Invoke(this, EventArgs.Empty); break; default: // all other requests can not be send to a client throw new ExceptionFreeserf(ErrorSystemType.Network, $"Request {request} can not be send to a client."); } RespondToRequest(request); }
public void SwitchState(GameStateType stateType) { switch (stateType) { case GameStateType.GameRunning: ActiveState = GameRunning.GetInstance(); break; case GameStateType.MainMenu: ActiveState = MainMenu.GetInstance(); break; case GameStateType.SelectLevel: ActiveState = SelectLevel.GetInstance(); break; case GameStateType.GamePaused: ActiveState = GamePaused.GetInstance(); break; } }
private void PauseGame() { // flag that we have lost focus, even if we haven't, otherwise it gets called constantly in update. hasLostFocus = !hasLostFocus; if (isGamePaused) { isGamePaused = false; Time.timeScale = 1; } else { isGamePaused = true; Time.timeScale = 0; } if (GamePaused == null) { return; } GamePaused.Invoke(); }
public void SwitchingState() { stateMachine.SwitchState(GameStateType.GamePaused); Assert.True(stateMachine.ActiveState == GamePaused.GetInstance()); stateMachine.SwitchState(GameStateType.ChooseLevel); Assert.True(stateMachine.ActiveState == ChooseLevel.GetInstance()); stateMachine.SwitchState(GameStateType.MainMenu); Assert.True(stateMachine.ActiveState == MainMenu.GetInstance()); GameRunning.NewInstance("the-beach.txt"); stateMachine.SwitchState(GameStateType.GameRunning); Assert.True(stateMachine.ActiveState == GameRunning.GetInstance()); stateMachine.SwitchState(GameStateType.MainMenu); Assert.True(stateMachine.ActiveState == MainMenu.GetInstance()); GameRunning.NewInstance("short-n-sweet.txt"); stateMachine.SwitchState(GameStateType.GameRunning); Assert.True(stateMachine.ActiveState == GameRunning.GetInstance()); }
public void Fill(NonRaceSession session, GamePaused te) { }
private void HandleRequest(RequestData request, ResponseHandler responseHandler) { switch (request.Request) { case Request.Disconnect: // server closed or kicked player HandleDisconnect(); break; case Request.Heartbeat: // Response is send below. break; case Request.StartGame: if (Game != null) { responseHandler?.Invoke(ResponseType.BadState); return; } serverState = ServerState.Loading; if (PlayerIndex == 0u) { // We have to wait for first heartbeat to set the player index. SendHeartbeatRequest(response => { GameStarted?.Invoke(this, EventArgs.Empty); SendStartGameRequest(); }); } else { GameStarted?.Invoke(this, EventArgs.Empty); SendStartGameRequest(); } return; case Request.AllowUserInput: if (serverState == ServerState.Loading) { serverState = ServerState.Game; } InputAllowed?.Invoke(this, EventArgs.Empty); break; case Request.DisallowUserInput: InputDisallowed?.Invoke(this, EventArgs.Empty); break; case Request.Pause: GamePaused?.Invoke(this, EventArgs.Empty); break; case Request.Resume: GameResumed?.Invoke(this, EventArgs.Empty); break; default: // all other requests can not be send to a client throw new ExceptionFreeserf(ErrorSystemType.Network, $"Request {request} can not be send to a client."); } RespondToRequest(request); }
// Initialise the states private void InitialiseStates() { NoGame noGame = new NoGame(); PlayingGame playingGame = new PlayingGame(); GamePaused gamePaused = new GamePaused(); stateList.Add(noGame.GetName(), noGame); stateList.Add(playingGame.GetName(), playingGame); stateList.Add(gamePaused.GetName(), gamePaused); }
private void OnGamePaused(GamePaused gamePausedEvent) { Time.timeScale = 0; SetFullInGameMenu(false); }
private void PauseGame(object sender, EventArgs e) { GameTimer.Stop(); GamePaused?.Invoke(0); }
/// <summary> /// Отобразить главное меню во время игры /// </summary> private void OpenMainMenu() { Hide(); _formMainMenu.Show(); GamePaused?.Invoke(this, new EventArgs()); }
public void PauseGame() { Time.timeScale = 0; GamePaused?.Invoke(); }
public void Update(GamePaused e) { }
public static void CallGamePaused() { MonoBehaviour.print("Event: PAUSE GAME"); GamePaused?.Invoke(); }
public void PauseButtonHandler() { InterfaceController.Instance.Show(GameWindow.PauseMenu, true); LocalisationController.Instance.PlayAudioClip(Settings.Autogenerated.SoundSettingsKey.PopupSound); GamePaused?.Invoke(); }
private void Pause() { gameMenuPanel.SetActive(true); Time.timeScale = 0f; GamePaused?.Invoke(); }
private static void OnGamePaused(GamePaused gamePausedEvent) { GameIsPaused = true; }
public void ToggleOnPausePanel() { GamePaused?.Invoke(); _pausePanel.SetActive(true); _playerInputHandler.SetActive(false); }
public static void CallGamePaused() { GamePaused?.Invoke(); }